GGACR/Jam Kuradoberi/EX

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Overview
Overview

Jam's EX counterpart loses the card system that grants her normal version her great damage, and any empowered versions of her specials that did make it over are now Force Breaks. To compensate for this, EX Jam gets some brand new tools that are extremely scary: a full screen projectile that comes out fast and has an FRC point, two standing unblockables, and two specials that are extremely positive on block and have great reward on hit. Though she may have a reduced combo game, an EX Jam that can find her way in is one you do not want to fight.


Lore:P.W.A.B. Report #7403: Though she is a chef, subject is one of the world's most proficient wielders of Ki force. Of the five occult arts, the field of 'Ki' energy is the least explored and understood. Most of its users are of Eastern descent, aiding the theory that heredity plays a role. Subject's life goal is to discover new and useful cuisines. Control will not be an issue. Although she poses little threat in and of herself, her capture is still desirable. Therefore, she should not be taken lightly.
Voice:Manami Komori
Playstyle
x32px EX Jam ditches her cards in favor of a little better neutral and very threatening unblockables.
Pros Cons
  • Unblockable Attacks: Can't be stressed enough, especially since she is still a rushdown character
  • 214H Rekka: Creates airtight pressure on block and can lead to good damage on hit
  • Better Neutral: Has a very fast and strong projectile with an FRC point, and Mawarikomi can now be done raw
  • No Cards: Can no longer set up great damage for later off of knockdowns and moments where she is full screen
  • No Ryujin: Big sad
  • No meterless reversals: Her regular version Kenroukaku was removed, and her Card version now requires 25% meter

Normal Moves

5P

5K

c.S

f.S

5H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
24x3 Mid 13 3(3)3(3)3 15 +1 -

The Guard Bar Generator

  • Oppressive move on contact. +1 on block.
  • Three hits means you build guard bar like mad.
  • Has some upper body invul and low profiles on the last hit.
  • Third hit vacuums for mixup and pressure resets.
  • Forces crouching on hit for stronger confirms.

Oppressive normal which often leads to the very scary 6H. Mixed with throws and other delayed pokes for frame traps, this becomes a go-to in pressure. In neutral, this move can be used to confirm into 6H to begin one of Jam's Card Ryujin combos, but be warned that it can push your opponent away from you at far ranges. Thus, try confirming into 6H early into the move's active frames to ensure that you can begin the combo.

Additional Frame Data: Upper body invincible 22~24F, 34~36F. Low profile 25~33F. Forces opponent into crouching state on ground hit. 3rd hit pulls in opponent on hit. 1st and 2nd hits have hitstop 7F

6P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
18x2 Mid 7 1(10)3 12 +2 1~7F Above Knees
8~20F Upper Body

Lower than usual 6P meant for catching buttons more than jump-ins.

  • Upper body invul frames 1-20. Designed to beat other characters' farther f.Ss
  • Plus 2 on block, in case they didn't take the bait.
  • Both hits stagger on grounded CH for easier confirms
  • Gatlings from and to 2P for pressure cycles and repeated frame traps.

Typical style 6P for an infighter. The extensive upper body invul can be used to blow through projectiles. Eg. parry a meaty Charged Stun Edge and going into a 6P is a basic strategy against Ky.

6K

6H

5D

2P

2K

2S

2H

2D

j.P

j.K

j.S

j.H

j.D


Universal Mechanics

Throw

Air Throw

Dead Angle Attack


Special Moves

Hyappo Shinshou

236S

Senri Shinshou

236H

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Normal 20*3 Mid 24 2*3 28 -13 1~7F Strike
13~19 Upper Body

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Crossup 20*3 Mid 31 2*3 24 Landing -9 1~7F Strike
13~18 Upper Body

Housai

214P

Mawarikomi

214K

Juppo Senken

623P

Hochifu

46

Banri Senken

41236P

Shouen

623K


Banri Soushou

214H


Banri Soushou Follow-up

214H ~ 214H


Force Breaks

FB Hyappo Shinshou

236D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
65 Mid 14 3 15 +1 2F Low Profile
3~13F Strike

  • Pilebunker 2.0
  • One of the best and most tilting Force Breaks in the game. Fast, leads to big damage, has a massive dizzy modifier, possesses tons of invincibility from frame 3 onward, and is completely safe on block to boot.
  • Not only does this make for an amazingly safe horizontal DP, this version of the Puffball can also cancel into 22X and any of Jam's charged kicks. If you got a CH from this move, you are allowed to grin maliciously. Great move.

Additional Frame Data Low profile on 2F. Strike invincible 3~14F. Untechable for 28F Dizzy modifier x1.25. Initial prorate 85%. Can cancel into Asanagi no Kokyuu, Asanagi no Kokyuu - Kyoku and all charge kicks


Kenroukaku

623D


Overdrives

Geki: Renhoukyaku

632146H

Geki: Hououshou

632146S

Geki: Saishinshou

236236H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
50,70 Mid 1+2 3,3 36 -20 1~8F Strike

Jam's third reversal super.

  • Three frame large grounded uppercut animation. Has strike invincibility during its entire active window.
  • Launches on hit for a full conversion with a 75% prorate.
  • Comes with an FRC point on the first hit for safety.
    • This FRC comes with the added bonus of 150% proration and stagger for big grounded followup damage.
  • Very stubby range, take care not to get baited, and eye your tension to FRC if necessary.

Additional Frame Data: Strike invincible 1~8F. 1st hit staggers opponent on hit (max 35F). 2nd hit floats opponent. Both hits are untechable on air hit for 90F. 1st hit initial prorate 150%. 2nd hit forced prorate 75%. FRC timing 3~4F.

Geki: Youeikyaku

j.236236K


Instant Kill

Gasenkotsu

During IK Mode: 236236H


Colors

GGACR Jam Kuradoberi normal p.png
GGACR Jam Kuradoberi normal k.png
GGACR Jam Kuradoberi normal s.png
GGACR Jam Kuradoberi normal h.png
GGACR Jam Kuradoberi normal d.png
Default P
Default K
Default S
Default H
Default D
GGACR Jam Kuradoberi ex p.png
GGACR Jam Kuradoberi ex k.png
GGACR Jam Kuradoberi ex s.png
GGACR Jam Kuradoberi ex h.png
GGACR Jam Kuradoberi ex d.png
EX P
EX K
EX S
EX H
EX D
GGACR Jam Kuradoberi slash p.png
GGACR Jam Kuradoberi slash k.png
GGACR Jam Kuradoberi slash s.png
GGACR Jam Kuradoberi slash h.png
GGACR Jam Kuradoberi slash d.png
Slash P
Slash K
Slash S
Slash H
Slash D2
GGACR Jam Kuradoberi reload p.png
GGACR Jam Kuradoberi reload k.png
GGACR Jam Kuradoberi reload s.png
GGACR Jam Kuradoberi reload h.png
GGACR Jam Kuradoberi reload d.png
Reload P
Reload K
Reload S
Reload H
Reload D2
AC Jam Kuradoberi normal h.png
AC Jam Kuradoberi normal d.png
Slash D1 Arcade & PC-Rollback Update Only
Reload D1 Arcade & PC-Rollback Update Only
*To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.
1Only selectable on the Arcade and PC-Rollback versions of the game.
2These are available on home ports. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.


External References

Navigation

Ambox notice.png To edit frame data, edit values in GGACR/Jam Kuradoberi/Data.